Hello! I am Sai Mangipudi ðŸ¥
GAME PROGRAMMER/
DESIGNER
I am a software developer who has over 5 years of experience in all the facets of game development, ranging from the design fundamentals (Level Design, Game Design, etc), all the way to the software elements of game programming (Custom Physics Engine, AI Programming, etc).
Quick Info About Me
Hey!! I am Sai Mangipudi. While I am quite adept in almost all facets of game creation, my main roles have always been as a Game Programmer or Game Designer.
Thanks to my education at the University of Texas at Dallas, I have been able to make several completed games in a company setting, where I was able to work with a team of developers to create a game from scratch.
I currently work as the Lead Developer for a indie games studio called Prop Closet Studio, and am currently developing a VR Action Roguelike called The Untitled Tavern: Redux Edition.
I also run a YouTube Channel called MangoPudding where I constantly post updates on progress in my game development journey, along with other content related to game/film creation.
Technologies
- Version Control (Git, GitHub, GitLabs, Perforce)
- Game Engines (Unreal, Unity, Godot, GameMaker Studio, Armory)
- Game Frameworks (XNA, MonoGame, RayLib, PyGame)
- 3D Software (Maya, Blender)
- Programming Languages (C++, C#, Java, Python, HTML, CSS, Javascript)
- Tools Development (Maya Python API, Blender Python API, PySide2)
Education
Bachelor of Arts in Arts, Technology, and Emerging Communications (May 2024, GPA: 3.69)
Example Coursework: Computer Science I and II, Scripting for Games, Game Design, Game Production Laboratory, Virtual Reality Laboratory, Scripting for Animation Pipeline
Work Experience
Prop Closet Studio Lead Developer
June 2024 - Present
I work as the Lead Developer for Prop Closet Studio, where I am responsible for managing the development of our games, as well as creating the core gameplay mechanics and systems for our games. I also work with the team to ensure that the game is running smoothly and that all the features are implemented correctly. I work remotely with the team and we have weekly meetings to ensure that the current projects we have are on track and match the vision we have for the game.
University Of Texas at Dallas Lead Programmer
August 2023 - June 2024
I worked as the Lead Programmer for the University of Texas at Dallas. During my time as the Lead Programmer, I managed the entire programming department of over 10 different programmers with various specialties. I worked with the Programming Department Project Manager to assign tasks and ensure that the requests from other departments were feasible in regards to development complexity and time complexity.
KD College Prep Administrative Intern
March 2023 - Present
I work as an Administrative Intern at KD College Prep, where I manage the front desk, answer phone calls, and assist students with their questions. I mainly work with the database software, and I am tasked with managing the student information and ensuring that all the data was up to date.
XPR Labs VR UI/UX Programmer
July 2023 - August 2023
I worked as a VR Programmer as well as Visual Graphics Developer. I was able to work on XPR Labs' UI Systems, created a comprehensive Mirror VR system that provided a realistic mirror object with reflection math, and created Curved UI systems to add a modern feel.
Current Project
This is a Virtual Reality Remake of a previous project that I made many years ago. The idea is to make a VR Action Roguelike that is set in a tavern. The player will be able to defend their tavern from a horde of monsters that are trying to break in. The player will be able to use various weapons as well as employ a host of NPCs to help them in their quest.
The idea is to create a VR Game that has a great amount of replayability as well as standing up to the quality of other non-VR roguelikes. The game will be released on the Oculus Quest 2 and PCVR.
Release Device
- Oculus Quest 2
- PCVR
Proposed Timeline
May 2024 - May 2025
Previous Projects
These are the previous projects that I have either been a part of and have completed. I have worked on a variety of projects, ranging from Virtual Reality Games to Board Games, and everything in between.
The Arena of Providence and the Sandwich of Destiny
"In order to build a sandwich, you must fight the gods..."
This was the second Virtual Reality game that I developed with a partner (Nick Maclean). This game allowed me to mess with VR Combat, especially with Melee Combat. I was able to create a Melee Combat Template that is quite robust with little setup required.
Visit Itch PageThe Loneliest Game of Pong of All Time
"The only game where you spend the entire game playing with yourself, by yourself. Bask in your utter loneliness and solitude with this game of ping pong."
This was my first foray into Virtual Reality Games and it was a wonderful experience. I was able to create a custom physics based character controller and duplicated it to be the second player. Essentially, both character controllers were the same, but the second player was just a mirror of the first player.
Visit Itch PageThe Untitled Tavern
"Fleeing a haunting past, terrifying creatures, and the encroaching darkness, you're recruited by a tavern keeper to safeguard his establishment. Will you defend the patrons and your employer, or meet your demise in their midst?" .
This was the first game that I developed myself and I really enjoyed working on it. I took it through all the stages of development from Pre-Production, Alpha, Beta, and Content-Lock. I basically experimented with doing project management on my own, and consequently, learnt how to space out projects properly.
Visit Itch PageGhost House
"Navigate the labyrinth of grief as the departed family member in a narrative puzzle game where healing begins with every shattered piece."
This was the first game that I developed for The University of Texas at Dallas Game Production Course. I worked with a team of developers and was mainly in charge of developing a Custom Event System that did not live in scene but actually lived in the project files, allowing assets to communicate with assets in other scenes without being active in the game. On top of that, I was tasked with creating the Player Movement System which allowed for both keyboard movement in an isometric game, but also a mouse-based dragging movement system that also worked with isometric views.
Visit GithubTobor Quest
"Race against time as you deliver food, all while a the behest of people far wealthier and far more well-fed than you!!"
This is the second game that I developed for UT Dallas. ToborQuest is a time trial racing game where the goal is to deliver food from the start of the level to the end of the level. For this project I was mostly in charge of backend systems designing/programming. Most of my work was not in the visual department. I created the Fracture System that would cause objects to shatter upon a certain amount of force being exerted on them. I also created a Dialogue System that allowed for skipping of dialogue, editor tools for creating dialogue that were very designer friendly, and dialogue box animations with a tweening library.
Visit GithubDeath Bloom: Arveado's Final Chapter
"Step into the shadows of a twisted mind, where darkness reigns and secrets lurk, in this chilling first-person horror puzzle game that will haunt your every move."
This is the third game, I made for the UT Dallas Game Lab Course. This was actually the first game where we had to work with the Unreal Game Engine. Needless to say, this brought forth many challenges as we had to come to terms with the systematic differences between Unity's Prefabs and Unreal's Blueprints. Another problem we had to overcome was using Github for Version Control. Anyone who has ever worked with Unreal knows that using Github for version control is akin to trying to stuff a tiger into a fish tank.
For this project, I worked on the Artificial Intelligence of the enemy. Using Unreal's Blackboard and Behavior Tree System, I was able to create a complex AI that was-for a few parts of production- genuinely too smart. Due to this, I also created a much less intelligent AI that could easily be molded to fit the current level's requirements. This was also my first time as a UI/UX programmer as well.
Visit GithubCrystal Crusade
"Enter the battleground of strategy and skill, where every move is a calculated strike and every piece is a weapon in this intense board game that turns chess into a bigger warzone than Monopoly."
This was the first board game I made. It is a recreation of chess with more Warlike Mechanics where each player is meant to steal a crystal from another player and guard it to win.
Download PDFSpeed Racer
"Embark on a high-stakes race across the checkered battlefield, where cunning strategy and lightning-fast tactics determine victory in this exhilarating board game that transforms the chessboard into a thrilling racetrack."
This is my second board game that utilizes various Randomness Mechanics to create a Resource-Gathering Non-Kinetic Game. This basically means that the players cannot directly damage/hurt each other's progress and must only be able to improve their own progress in some way. An example of a non-kinetic game is Settlers of Catan (although the robber mechanic does somewhat defeat the definition of a non-kinetic game)
Download PDFD&D Travel Game
"Travel across entire worlds in this Board Game Supplement to Dungeons and Dragons: 5th Edition"
With the help of Zee Bashew's Board Game Idea, I made a Dungeons and Dragons Board Game that makes travel much more interesting.
Download PDFThe Oxygen Game
"Trapped in space and with almost no oxygen left to return to your ship, you and your crew can either engage in the most dangerous example of altruism or self-centered survival! The choice is yours...but can you live with it..."
This was a game that I developed as a Psychological Test. In the game, PVP is non-existent, however players have oxygen as a resource that they can use to help themselves or help others
Download PDFD&D Army Warfare Module
"Raise your armies, wage tremendous wars, plunder and pillage other nations, and maybe sometimes realize that you absolutely forgot to train enough foot soldiers!"
This is a module for Dungeons and Dragons: 5th Edition that I wrote. I wrote it to fit around the fantasy table top role playing game, while also adding several mechanics for armies of various types and army combat. Not only does the module include mechanics for the large-scale battle, itself, but it also includes mechanics on how to raise/train an army, as well.
Download PDFContact Me
Feel free to reach out to me! Regardless of whether you are starting a project, have business inquiries, or you want to tell my that my website is broken, I am always open to hearing from you! I will try to reach out as soon as possible!!
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